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Text File  |  2001-02-11  |  21.1 KB  |  939 lines

  1. QQRKSRC1
  2.  
  3. // This file has been written by QuArK Version 5.0.b5
  4. // It's the text version of file: Q2xatrix.qrk
  5. // The Reckoning Mission pack Addon. By: Akuma
  6. // Akuma@Telefragged.com | Akuma@BTinternet.com
  7.  
  8. //$Header: /cvsroot/quark/runtime/addons/Quake_2/Xatrixq2.qrk,v 1.1 2001/02/11 11:08:40 decker_dk Exp $
  9. // ----------- REVISION HISTORY ------------
  10. //$Log: Xatrixq2.qrk,v $
  11. //Revision 1.1  2001/02/11 11:08:40  decker_dk
  12. //Moved from addons directory
  13. //
  14.  
  15. {
  16.     QuArKProtected = "1"
  17.     Xatrix directory infos.qctx =
  18.     {
  19.         Game = "Quake 2"
  20.         SourceDir = "xatrix"
  21.         GameDir = "xatrix"
  22.     }
  23.  
  24.     Textures.qtx =
  25.     {
  26.         ToolBox = "Texture Browser..."
  27.         Root = "Xatrix Textures.qtxfolder"
  28.         Xatrix Textures.qtxfolder =
  29.         {
  30.  
  31.             Dark_1.txlist =
  32.             {
  33.                 dark_1/+0endsign12a.wl  =    {w = "xatrix"}
  34.                 dark_1/+0endsign13.wl  =    {w = "xatrix"}
  35.                 dark_1/+0endsign14.wl  =    {w = "xatrix"}
  36.                 dark_1/+0endsign15.wl  =    {w = "xatrix"}
  37.                 dark_1/+0endsign16.wl  =    {w = "xatrix"}
  38.                 dark_1/+0endsign18.wl  =    {w = "xatrix"}
  39.                 dark_1/+0endsign19.wl  =    {w = "xatrix"}
  40.                 dark_1/+1endsign12a.wl  =    {w = "xatrix"}
  41.                 dark_1/+1endsign13.wl  =    {w = "xatrix"}
  42.                 dark_1/+1endsign14.wl  =    {w = "xatrix"}
  43.                 dark_1/+1endsign15.wl  =    {w = "xatrix"}
  44.                 dark_1/+1endsign16.wl  =    {w = "xatrix"}
  45.                 dark_1/+1endsign18.wl  =    {w = "xatrix"}
  46.                 dark_1/+1endsign19.wl  =    {w = "xatrix"}
  47.                 dark_1/0text_100.wl  =        {w = "xatrix"}
  48.                 dark_1/0text_101.wl  =        {w = "xatrix"}
  49.                 dark_1/0text_102.wl  =        {w = "xatrix"}
  50.                 dark_1/0text_104.wl  =        {w = "xatrix"}
  51.                 dark_1/0text_15.wl  =        {w = "xatrix"}
  52.                 dark_1/0text_16.wl  =        {w = "xatrix"}
  53.                 dark_1/0text_18.wl  =        {w = "xatrix"}
  54.                 dark_1/0text_19.wl  =        {w = "xatrix"}
  55.                 dark_1/0text_20.wl  =        {w = "xatrix"}
  56.                 dark_1/0text_23.wl  =        {w = "xatrix"}
  57.                 dark_1/0text_24.wl  =        {w = "xatrix"}
  58.                 dark_1/0text_25.wl  =        {w = "xatrix"}
  59.                 dark_1/0text_26.wl  =        {w = "xatrix"}
  60.                 dark_1/0text_27.wl  =        {w = "xatrix"}
  61.                 dark_1/0text_35.wl  =        {w = "xatrix"}
  62.                 dark_1/0text_36.wl  =        {w = "xatrix"}
  63.                 dark_1/0text_38.wl  =        {w = "xatrix"}
  64.                 dark_1/0text_39.wl  =        {w = "xatrix"}
  65.                 dark_1/0text_40.wl  =        {w = "xatrix"}
  66.                 dark_1/0text_41.wl  =        {w = "xatrix"}
  67.                 dark_1/0text_42.wl  =        {w = "xatrix"}
  68.                 dark_1/0text_43.wl  =        {w = "xatrix"}
  69.                 dark_1/0text_44.wl  =        {w = "xatrix"}
  70.                 dark_1/0text_45.wl  =        {w = "xatrix"}
  71.                 dark_1/0text_47.wl  =        {w = "xatrix"}
  72.                 dark_1/0text_48.wl  =        {w = "xatrix"}
  73.                 dark_1/0text_50.wl  =        {w = "xatrix"}
  74.                 dark_1/0text_51.wl  =        {w = "xatrix"}
  75.                 dark_1/0text_52.wl  =        {w = "xatrix"}
  76.                 dark_1/0text_59.wl  =        {w = "xatrix"}
  77.                 dark_1/0text_60.wl  =        {w = "xatrix"}
  78.                 dark_1/0text_61.wl  =        {w = "xatrix"}
  79.                 dark_1/0text_65.wl  =        {w = "xatrix"}
  80.                 dark_1/0text_66.wl  =        {w = "xatrix"}
  81.                 dark_1/0text_68.wl  =        {w = "xatrix"}
  82.                 dark_1/0text_70.wl  =        {w = "xatrix"}
  83.                 dark_1/0text_81.wl  =        {w = "xatrix"}
  84.                 dark_1/0text_83.wl  =        {w = "xatrix"}
  85.                 dark_1/0text_84.wl  =        {w = "xatrix"}
  86.                 dark_1/0text_85.wl  =        {w = "xatrix"}
  87.                 dark_1/0text_86.wl  =        {w = "xatrix"}
  88.                 dark_1/0text_91.wl  =        {w = "xatrix"}
  89.                 dark_1/0text_93.wl  =        {w = "xatrix"}
  90.                 dark_1/0text_94.wl  =        {w = "xatrix"}
  91.                 dark_1/0text_97.wl  =        {w = "xatrix"}
  92.                 dark_1/0text_98.wl  =        {w = "xatrix"}
  93.                 dark_1/0text_99.wl  =        {w = "xatrix"}
  94.                 dark_1/0xruin_70.wl  =        {w = "xatrix"}
  95.                 dark_1/0xruin_73.wl  =        {w = "xatrix"}
  96.                 dark_1/endsign13.wl  =        {w = "xatrix"}
  97.                 dark_1/metla_1.wl  =        {w = "xatrix"}
  98.                 dark_1/metlb_1.wl  =        {w = "xatrix"}
  99.                 dark_1/rust_d1.wl  =        {w = "xatrix"}
  100.                 dark_1/rust_d2.wl  =        {w = "xatrix"}
  101.                 dark_1/rust_p.wl  =        {w = "xatrix"}
  102.                 dark_1/sew_dr1.wl  =        {w = "xatrix"}
  103.                 dark_1/train_dor6.wl  =        {w = "xatrix"}
  104.                 dark_1/train_sd.wl  =        {w = "xatrix"}
  105.                 dark_1/train_sd2.wl  =        {w = "xatrix"}
  106.                 dark_1/train_sd4.wl  =        {w = "xatrix"}
  107.                 dark_1/wall70.wl  =        {w = "xatrix"}
  108.                 dark_1/wall71.wl  =        {w = "xatrix"}
  109.                 dark_1/wall72.wl  =        {w = "xatrix"}
  110.                 dark_1/wall73.wl  =        {w = "xatrix"}
  111.                 dark_1/wall74.wl  =        {w = "xatrix"}
  112.                 dark_1/water1.wl  =        {w = "xatrix"}
  113.                 dark_1/x_baslt1.wl  =        {w = "xatrix"}
  114.                 dark_1/x_com1_1.wl  =        {w = "xatrix"}
  115.                 dark_1/x_com2_1.wl  =        {w = "xatrix"}
  116.                 dark_1/x_com3_1.wl  =        {w = "xatrix"}
  117.                 dark_1/x_door1.wl  =        {w = "xatrix"}
  118.                 dark_1/x_grate2.wl  =        {w = "xatrix"}
  119.                 dark_1/xbigbox.wl  =        {w = "xatrix"}
  120.                 dark_1/xpipes1_1.wl  =        {w = "xatrix"}
  121.                 dark_1/xpod1.wl  =        {w = "xatrix"}
  122.                 dark_1/xpod2.wl  =        {w = "xatrix"}
  123.             }
  124.             Moon_1.txlist =
  125.             {
  126.                 // Moon_1 directory textures
  127.  
  128.                 moon_1/bl_lt2.wl  =          {w = "xatrix"}
  129.                 moon_1/ice1_6.wl  =        {w = "xatrix"}
  130.                 moon_1/icecyc1_4.wl  =        {w = "xatrix"}
  131.                 moon_1/iceflr1_3.wl  =        {w = "xatrix"}
  132.                 moon_1/icerf1_1.wl  =        {w = "xatrix"}
  133.                 moon_1/icerf1_2.wl  =        {w = "xatrix"}
  134.                 moon_1/icewall1_5.wl  =        {w = "xatrix"}
  135.                 moon_1/mb_f1.wl  =        {w = "xatrix"}
  136.                 moon_1/mb_f3.wl  =        {w = "xatrix"}
  137.                 moon_1/mb_f4.wl  =        {w = "xatrix"}
  138.                 moon_1/moon_10.wl  =        {w = "xatrix"}
  139.                 moon_1/moon_12.wl  =        {w = "xatrix"}
  140.                 moon_1/moon_7.wl  =        {w = "xatrix"}
  141.                 moon_1/m_flr3.wl  =        {w = "xatrix"}
  142.                 moon_1/redfuse.wl  =        {w = "xatrix"}
  143.                 moon_1/shp_mtl7.wl  =        {w = "xatrix"}
  144.                 moon_1/shp_mtl8.wl  =        {w = "xatrix"}
  145.                 moon_1/sign01.wl  =        {w = "xatrix"}
  146.                 moon_1/sign02.wl  =        {w = "xatrix"}
  147.                 moon_1/sky02.wl  =        {w = "xatrix"}
  148.                 moon_1/wall02.wl  =        {w = "xatrix"}
  149.                 moon_1/wall04.wl  =        {w = "xatrix"}
  150.                 moon_1/wall08a.wl  =        {w = "xatrix"}
  151.                 moon_1/wall11.wl  =        {w = "xatrix"}
  152.                 moon_1/wall17a.wl  =        {w = "xatrix"}
  153.                 moon_1/wall41.wl  =        {w = "xatrix"}
  154.                 moon_1/wall44.wl  =        {w = "xatrix"}
  155.                 moon_1/wall53.wl  =        {w = "xatrix"}
  156.                 moon_1/wall56.wl  =        {w = "xatrix"}
  157.                 moon_1/wall57.wl  =        {w = "xatrix"}
  158.                 moon_1/wall58.wl  =        {w = "xatrix"}
  159.                 moon_1/wall60.wl  =        {w = "xatrix"}
  160.                 moon_1/wall64.wl  =        {w = "xatrix"}
  161.                 moon_1/wall_d1.wl  =        {w = "xatrix"}
  162.                 moon_1/wall_m3.wl  =        {w = "xatrix"}
  163.                 moon_1/wall_m9.wl  =        {w = "xatrix"}
  164.                 moon_1/wall_ms12.wl  =        {w = "xatrix"}
  165.                 moon_1/wall_ms13.wl  =        {w = "xatrix"}
  166.                 moon_1/wall_ms14.wl  =        {w = "xatrix"}
  167.                 moon_1/wall_ms15.wl  =        {w = "xatrix"}
  168.                 moon_1/wall_ms16.wl  =        {w = "xatrix"}
  169.                 moon_1/wall_ms17.wl  =        {w = "xatrix"}
  170.                 moon_1/wall_ms18.wl  =        {w = "xatrix"}
  171.                 moon_1/wall_ms20.wl  =        {w = "xatrix"}
  172.                 moon_1/wall_ms22.wl  =        {w = "xatrix"}
  173.                 moon_1/wall_ms23.wl  =        {w = "xatrix"}
  174.                 moon_1/wall_ms24.wl  =        {w = "xatrix"}
  175.                 moon_1/wall_ms3.wl  =        {w = "xatrix"}
  176.                 moon_1/xmine01.wl  =        {w = "xatrix"}
  177.                 moon_1/xmine03.wl  =        {w = "xatrix"}
  178.                 moon_1/xmine10.wl  =        {w = "xatrix"}
  179.                 moon_1/xmine11.wl  =        {w = "xatrix"}
  180.                 moon_1/xmine14.wl  =        {w = "xatrix"}
  181.                 moon_1/xmoon_1.wl  =        {w = "xatrix"}
  182.                 moon_1/xsign_1.wl  =        {w = "xatrix"}
  183.                 moon_1/xsign_2.wl  =        {w = "xatrix"}
  184.  
  185.             }
  186.             Ship_1.txlist =
  187.             {
  188.                 // Ship_1 directory textures
  189.  
  190.                 ship_1/+0compx_1.wl  =        {w = "xatrix"}
  191.                 ship_1/+0xsign1.wl  =        {w = "xatrix"}
  192.                 ship_1/+1compx_1.wl  =        {w = "xatrix"}
  193.                 ship_1/+1xsign1.wl  =        {w = "xatrix"}
  194.                 ship_1/+2compx_1.wl  =        {w = "xatrix"}
  195.                 ship_1/+2xsign1.wl  =        {w = "xatrix"}
  196.                 ship_1/+3compx_1.wl  =        {w = "xatrix"}
  197.                 ship_1/+3xsign1.wl  =        {w = "xatrix"}
  198.                 ship_1/+4compx_1.wl  =        {w = "xatrix"}
  199.                 ship_1/1xcgrate1.wl  =        {w = "xatrix"}
  200.                 ship_1/4xcomp1.wl  =        {w = "xatrix"}
  201.                 ship_1/ship_12.wl  =        {w = "xatrix"}
  202.                 ship_1/ship_25.wl  =        {w = "xatrix"}
  203.                 ship_1/ship_27.wl  =        {w = "xatrix"}
  204.                 ship_1/ship_53.wl  =        {w = "xatrix"}
  205.                 ship_1/ship_61.wl  =        {w = "xatrix"}
  206.                 ship_1/ship_64.wl  =        {w = "xatrix"}
  207.                 ship_1/ship_66.wl  =        {w = "xatrix"}
  208.                 ship_1/ship_67.wl  =        {w = "xatrix"}
  209.                 ship_1/ship_68.wl  =        {w = "xatrix"}
  210.                 ship_1/ship_70.wl  =        {w = "xatrix"}
  211.                 ship_1/ship_71.wl  =        {w = "xatrix"}
  212.                 ship_1/ship_82.wl  =        {w = "xatrix"}
  213.                 ship_1/ship_84.wl  =        {w = "xatrix"}
  214.                 ship_1/ship_85.wl  =        {w = "xatrix"}
  215.                 ship_1/sym6_4.wl  =        {w = "xatrix"}
  216.                 ship_1/x1hvy_dr4_2.wl  =    {w = "xatrix"}
  217.                 ship_1/x1metal3_4.wl  =        {w = "xatrix"}
  218.                 ship_1/x1metal5_6.wl  =        {w = "xatrix"}
  219.                 ship_1/x1metal8_4.wl  =        {w = "xatrix"}
  220.                 ship_1/x1metal8_5.wl  =        {w = "xatrix"}
  221.                 ship_1/x2hvy_dr4_2.wl  =    {w = "xatrix"}
  222.                 ship_1/x3hvy_dr4_2.wl  =    {w = "xatrix"}
  223.                 ship_1/x3metal5_6.wl  =        {w = "xatrix"}
  224.                 ship_1/x3metal9_1.wl  =        {w = "xatrix"}
  225.                 ship_1/x4metal9_1.wl  =        {w = "xatrix"}
  226.                 ship_1/x5metal9_1.wl  =        {w = "xatrix"}
  227.                 ship_1/xcomp10_1.wl  =        {w = "xatrix"}
  228.                 ship_1/xcomp2_1.wl  =        {w = "xatrix"}
  229.                 ship_1/xcomp2_2.wl  =        {w = "xatrix"}
  230.                 ship_1/xcomp2_4.wl  =        {w = "xatrix"}
  231.                 ship_1/xcomp5_1.wl  =        {w = "xatrix"}
  232.                 ship_1/xcomp7_1.wl  =        {w = "xatrix"}
  233.                 ship_1/xcomp8_1.wl  =        {w = "xatrix"}
  234.                 ship_1/xcomp9_1.wl  =        {w = "xatrix"}
  235.                 ship_1/xhvy_dr4_2.wl  =        {w = "xatrix"}
  236.                 ship_1/xlite_1.wl  =        {w = "xatrix"}
  237.                 ship_1/xlite_3.wl  =        {w = "xatrix"}
  238.                 ship_1/xlite_b1.wl  =        {w = "xatrix"}
  239.                 ship_1/xmetal11_4.wl  =        {w = "xatrix"}
  240.                 ship_1/xmetal2_3.wl  =        {w = "xatrix"}
  241.                 ship_1/xmetal5_6.wl  =        {w = "xatrix"}
  242.                 ship_1/xmetal8_4.wl  =        {w = "xatrix"}
  243.                 ship_1/xmetal8_5.wl  =        {w = "xatrix"}
  244.                 ship_1/xmetal9_1.wl  =        {w = "xatrix"}
  245.                 ship_1/xmetals_1a.wl  =        {w = "xatrix"}
  246.                 ship_1/xmetals_4.wl  =        {w = "xatrix"}
  247.                 ship_1/xsign01.wl  =        {w = "xatrix"}
  248.                 ship_1/xsign02.wl  =        {w = "xatrix"}
  249.                 ship_1/xsign03.wl  =        {w = "xatrix"}
  250.             }
  251.         }
  252.     }
  253.  
  254.     NewMapItems.qtx =
  255.     {
  256.  
  257.         ToolBox = "New Map Items..."
  258.         Root = "Xatrix Entities.qtxfolder"
  259.         Xatrix Entities.qtxfolder =
  260.         {
  261.             Monsters.qtxfolder =
  262.             {
  263.                 Soldiers.qtxfolder =
  264.                 {
  265.                     monster_soldier_hypergun:e =
  266.                     {
  267.                         origin = "0 0 0"
  268.                         ;desc = "Hypergun Soldier"
  269.                         angle = "0"
  270.                     }
  271.  
  272.                     monster_soldier_lasergun:e =
  273.                     {
  274.                         origin = "0 0 0"
  275.                         ;desc = "Lasergun Soldier"
  276.                         angle = "0"
  277.                     }
  278.  
  279.                     monster_soldier_ripper:e =
  280.                     {
  281.                         origin = "0 0 0"
  282.                         ;desc = "Ripper Soldier"
  283.                         angle = "0"
  284.                     }
  285.                 }
  286.  
  287.                 monster_gekk:e =
  288.                 {
  289.                     origin = "0 0 0"
  290.                     ;desc = "Fires a small blaster type weapon. Also jumps (High)"
  291.                     angle = "0"
  292.                 }
  293.                 
  294.                 monster_chick_heat:e =
  295.                 {
  296.                     origin = "0 0 0"
  297.                     ;desc = "Iron Maiden with heatseeking rockets"
  298.                     angle = "0"
  299.                 }
  300.         
  301.                 monster_gladb:e =
  302.                 {
  303.                     origin = "0 0 0"
  304.                     ;desc = "Enhanced Gladiator with power shield."
  305.                           "Uses a Phalanx weapon"
  306.                     angle = "0"
  307.                 }
  308.  
  309.                 monster_boss5:e =
  310.                 {
  311.                     origin = "0 0 0"
  312.                     ;desc = "Enhanced SuperTank with shield"
  313.                     angle = "0"
  314.                 }
  315.             
  316.                 monster_fixbot:e =
  317.                 {
  318.                     origin = "0 0 0"
  319.                     ;desc = "Repair's func_object_repairs, and re-animates"
  320.                           "dead monsters"
  321.                     angle = "0"
  322.                 }
  323.  
  324.             }
  325.             Misc.qtxfolder =
  326.             {
  327.  
  328.                 misc_crashviper:e =
  329.                 {
  330.                     origin = "0 0 0"
  331.                     ;desc = "Large viper. Follows path_corner's"
  332.                     angle = "0"
  333.                 }
  334.  
  335.                 misc_viper_missile :e =
  336.                 {
  337.                     origin = "0 0 0"
  338.                     ;desc = "Viper missile"
  339.                     angle = "0"
  340.                 }
  341.  
  342.                 misc_transport:e =
  343.                 {
  344.                     origin = "0 0 0"
  345.                     ;desc = "Transport ship used at end of game. Will follow path corners"
  346.                     angle = "0"
  347.                 }
  348.  
  349.                 misc_nuke:e =
  350.                 {
  351.                     origin = "0 0 0"
  352.                     ;desc = "Kills eveything when trigered. Including you"
  353.                           "Monsters dont gib, they get removed(?)"
  354.                     angle = "0"
  355.                 }
  356.  
  357.                 misc_amb4:e =
  358.                 {
  359.                     origin = "0 0 0"
  360.                     ;desc = "Mal's amb4 loop entity"
  361.                     angle = "0"
  362.                 }
  363.  
  364.             }
  365.             Func.qtxfolder =
  366.             {
  367.     
  368.                 func_object_repair:e =
  369.                 {
  370.                     origin = "0 0 0"
  371.                     ;desc = "Object to be repaired"
  372.                     angle = "0"
  373.  
  374.                 }
  375.  
  376.             }
  377.             Rotate.qtxfolder =
  378.             {
  379.  
  380.                 rotating_light:e =
  381.                 {
  382.                     origin = "0 0 0"
  383.                     ;desc = "Rotating strobe light. Can be any colour"
  384.                     angle = "0"
  385.                 }
  386.  
  387.             }
  388.             Target.qtxfolder =
  389.             {
  390.  
  391.                 target_mal_laser:e =
  392.                 {
  393.                     origin = "0 0 0"
  394.                     ;desc = "Randomly fires a laser"
  395.                     angle = "0"
  396.                 }
  397.  
  398.             }
  399.             Weapons and Ammo.qtxfolder =
  400.             {
  401.  
  402.                 weapon_boomer:e =
  403.                 {
  404.                     origin = "0 0 0"
  405.                     ;desc = "Fires a bouncing projectile"
  406.                     angle = "0"
  407.                 }
  408.  
  409.                 weapon_phalanx:e =
  410.                 {
  411.                     origin = "0 0 0"
  412.                     ;desc = "Fires 2 blasts at once"
  413.                     angle = "0"
  414.                 }
  415.  
  416.                 ammo_magslug:e =
  417.                 {
  418.                     origin = "0 0 0"
  419.                     ;desc = "Ammo for phalanx weapon"
  420.                     angle = "0"
  421.                 }
  422.  
  423.                 ammo_trap:e =
  424.                 {
  425.                     origin = "0 0 0"
  426.                     ;desc = "Drags monsters and Players inside if they get close"
  427.                     angle = "0"
  428.                 }
  429.  
  430.             }
  431.             Items.qtxfolder =
  432.             {
  433.  
  434.                 item_quadfire:e =
  435.                 {
  436.                     origin = "0 0 0"
  437.                     ;desc = "Shortens your weapon reload time by half"
  438.                     angle = "0"
  439.                 }
  440.             }
  441.             Keys.qtxfolder =
  442.             {
  443.  
  444.                 key_green_key:e =
  445.                 {
  446.                     origin = "0 0 0"
  447.                     ;desc = "Green Maitnence Key"
  448.                     angle = "0"
  449.                 }
  450.             }
  451.         }
  452.     }
  453.     
  454.     // ######## Entity details ########
  455.  
  456.     Entity forms.qctx =
  457.     {
  458.         
  459.         monster_gekk:form =
  460.         {
  461.             Help = "Monster_Gekk"
  462.             bbox = '-24 -24 -24 24 24 24'
  463.             mdl = "models/monsters/gekk/tris.md2"
  464.               spawnflags: =
  465.               {
  466.                 Txt = "&"
  467.                 Typ = "X1"
  468.                 Cap = "Ambush"
  469.                 Hint = "Ambush"
  470.             }
  471.               spawnflags: =
  472.               {
  473.                 Txt = "&"
  474.                 Typ = "X2"
  475.                 Cap = "Trigger_Spawn"
  476.                 Hint = "Spawns monster into the level"
  477.             }
  478.               spawnflags: =
  479.               {
  480.                 Txt = "&"
  481.                 Typ = "X4"
  482.                 Cap = "Sight"
  483.                 Hint = "Sight"
  484.             }
  485.               spawnflags: =
  486.               {
  487.                 Txt = "&"
  488.                 Typ = "X8"
  489.                 Cap = "Chant"
  490.                 Hint = "If checked the Gekk will chant"
  491.             }
  492.         }
  493.  
  494.         monster_chick_heat:form =
  495.         {
  496.             Help = "Monster Chick Heat"
  497.             bbox = '-16 -16 -24 16 16 32'
  498.             mdl = "models/monsters/bitch/tris.md2"
  499.               spawnflags: =
  500.               {
  501.                 Txt = "&"
  502.                 Typ = "X1"
  503.                 Cap = "Ambush"
  504.                 Hint = "Ambush"
  505.             }
  506.               spawnflags: =
  507.               {
  508.                 Txt = "&"
  509.                 Typ = "X2"
  510.                 Cap = "Trigger_Spawn"
  511.                 Hint = "Used to spawn the transport in. Set a targetname"
  512.             }
  513.               spawnflags: =
  514.               {
  515.                 Txt = "&"
  516.                 Typ = "X4"
  517.                 Cap = "Sight"
  518.                 Hint = "Sight"
  519.             }
  520.         }
  521.     
  522.         monster_gladb:form =
  523.         {
  524.             Help = "Monster Gladb"
  525.             bbox = '-32 -32 -24 32 32 64'
  526.             mdl = "models/monsters/gladb/tris.md2"
  527.               spawnflags: =
  528.               {
  529.                 Txt = "&"
  530.                 Typ = "X1"
  531.                 Cap = "Ambush"
  532.                 Hint = "Ambush"
  533.             }
  534.               spawnflags: =
  535.               {
  536.                 Txt = "&"
  537.                 Typ = "X2"
  538.                 Cap = "Trigger_Spawn"
  539.                 Hint = "Spawns monster into the level. Set a targetname"
  540.             }
  541.               spawnflags: =
  542.               {
  543.                 Txt = "&"
  544.                 Typ = "X4"
  545.                 Cap = "Sight"
  546.                 Hint = "Sight"
  547.             }
  548.         }
  549.         
  550.         monster_boss5:form =
  551.         {
  552.             Help = "Monster Boss5"
  553.             bbox = '-64 -64 0 64 64 72'
  554.             mdl = "models/monsters/boss5/tris.md2"
  555.               spawnflags: =
  556.               {
  557.                 Txt = "&"
  558.                 Typ = "X1"
  559.                 Cap = "Ambush"
  560.                 Hint = "Ambush"
  561.             }
  562.               spawnflags: =
  563.               {
  564.                 Txt = "&"
  565.                 Typ = "X2"
  566.                 Cap = "Trigger_Spawn"
  567.                 Hint = "Spawns monster into the level. Set a targetname"
  568.             }
  569.               spawnflags: =
  570.               {
  571.                 Txt = "&"
  572.                 Typ = "X4"
  573.                 Cap = "Sight"
  574.                 Hint = "Sight"
  575.             }
  576.         }
  577.  
  578.         monster_soldier_hypergun:form =
  579.         {
  580.             Help = "Monster Soldier Hypergun"
  581.             bbox = '-16 -16 -24 16 16 32'
  582.             mdl = "models/monsters/soldierh/tris.md2"
  583.               spawnflags: =
  584.               {
  585.                 Txt = "&"
  586.                 Typ = "X1"
  587.                 Cap = "Ambush"
  588.                 Hint = "Ambush"
  589.             }
  590.               spawnflags: =
  591.               {
  592.                 Txt = "&"
  593.                 Typ = "X2"
  594.                 Cap = "Trigger_Spawn"
  595.                 Hint = "Spawns monster into the level. Set a targetname"
  596.             }
  597.               spawnflags: =
  598.               {
  599.                 Txt = "&"
  600.                 Typ = "X4"
  601.                 Cap = "Sight"
  602.                 Hint = "Sight"
  603.             }
  604.         }
  605.  
  606.         monster_soldier_laysergun:form =
  607.         {
  608.             Help = "Monster Soldier Hypergun"
  609.             bbox = '-16 -16 -24 16 16 32'
  610.             mdl = "models/monsters/soldierh/tris.md2"
  611.               spawnflags: =
  612.               {
  613.                 Txt = "&"
  614.                 Typ = "X1"
  615.                 Cap = "Ambush"
  616.                 Hint = "Ambush"
  617.             }
  618.               spawnflags: =
  619.               {
  620.                 Txt = "&"
  621.                 Typ = "X2"
  622.                 Cap = "Trigger_Spawn"
  623.                 Hint = "Spawns monster into the level. Set a targetname"
  624.             }
  625.               spawnflags: =
  626.               {
  627.                 Txt = "&"
  628.                 Typ = "X4"
  629.                 Cap = "Sight"
  630.                 Hint = "Sight"
  631.             }
  632.         }
  633.  
  634.         monster_soldier_ripper:form =
  635.         {
  636.             Help = "Monster Soldier Ripper"
  637.             bbox = '-16 -16 -24 16 16 32'
  638.             mdl = "models/monsters/soldierh/tris.md2"
  639.               spawnflags: =
  640.               {
  641.                 Txt = "&"
  642.                 Typ = "X1"
  643.                 Cap = "Ambush"
  644.                 Hint = "Ambush"
  645.             }
  646.               spawnflags: =
  647.               {
  648.                 Txt = "&"
  649.                 Typ = "X2"
  650.                 Cap = "Trigger_Spawn"
  651.                 Hint = "Spawns monster into the level. Set a targetname"
  652.             }
  653.               spawnflags: =
  654.               {
  655.                 Txt = "&"
  656.                 Typ = "X4"
  657.                 Cap = "Sight"
  658.                 Hint = "Sight"
  659.             }
  660.         }
  661.  
  662.         monster_fixbot:form =
  663.         {
  664.             Help = "If no Spawnflags are set fixbot will " 
  665.                  "wait for player to pass by then attck"
  666.             bbox = '-32 -32 -24 32 32 24'
  667.             mdl = "models/monsters/fixbot/tris.md2"
  668.               spawnflags: =
  669.               {
  670.                 Txt = "&"
  671.                 Typ = "X1"
  672.                 Cap = "Repair"
  673.                 Hint = "Will search out func_object_repair's" 
  674.                      "and ignore players unless attacked"
  675.             }
  676.               spawnflags: =
  677.               {
  678.                 Txt = "&"
  679.                 Typ = "X2"
  680.                 Cap = "Trigger_Spawn"
  681.                 Hint = "Spawns monster into the level "
  682.             }
  683.               spawnflags: =
  684.               {
  685.                 Txt = "&"
  686.                 Typ = "X4"
  687.                 Cap = "Fixit"
  688.                 Hint = "If checked monster will be passive towards the player unless"
  689.                        "fired upon. He'll re-animate dead monsters. And he'll look for"
  690.                        "func_object_repair entities to fix"
  691.             }
  692.               spawnflags: =
  693.               {
  694.                 Txt = "&"
  695.                 Typ = "X8"
  696.                 Cap = "Takeoff"
  697.                 Hint = "Raises and searches for func_object_repair's "
  698.             }
  699.               spawnflags: =
  700.               {
  701.                 Txt = "&"
  702.                 Typ = "X16"
  703.                 Cap = "Landing"
  704.                 Hint = "Drops almost to floor height and searches for func_object_repair's"
  705.             }
  706.         }
  707.  
  708.         misc_crashviper:form =
  709.         {
  710.             Help = "Large viper, about to crash"
  711.             bbox = '-176 -120 -24 176 120 72'
  712.             //mdl = ""
  713.             target: =
  714.             {
  715.                 Txt = "&"
  716.                 Hint = "First path target"
  717.             }
  718.             speed: =
  719.             {
  720.                 Txt = "&"
  721.                 Hint = "How fast the Viper should fly"
  722.             }
  723.         }
  724.  
  725.         misc_viper_missile:form =
  726.         {
  727.             Help = "Viper missile"
  728.             bbox = '-8 -8 -8 8 8 8'
  729.             //mdl = ""
  730.             dmg: =
  731.             {
  732.                 Txt = "&"
  733.                 Hint = "How much boom should the missle make (Default 250)"
  734.             }
  735.         }
  736.  
  737.         misc_transport:form =
  738.         {
  739.             Help = "Maxx's transport at end of game"
  740.             bbox = '-256 -256 -64 256 256 64'
  741.             mdl = "models/objects/ship/tris.md2"
  742.               spawnflags: =
  743.               {
  744.                 Txt = "&"
  745.                 Typ = "X1"
  746.                 Cap = "Trigger_Spawn"
  747.                 Hint = "Used to spawn the transport in"
  748.             }
  749.         }
  750.  
  751.         misc_nuke:form =
  752.         {
  753.             Help = "Nuke Kills all players when fired"
  754.             bbox = '-8 -8 -8 8 8 8'
  755.             //mdl = ""
  756.             targetname: =
  757.             {
  758.                 Txt = "&"
  759.                 Hint = "Used to fire the Nuke"
  760.             }
  761.         }
  762.  
  763.         target_mal_laser:form =
  764.         {
  765.             Help = "Mal's laser"
  766.             bbox = '-8 -8 -8 8 8 8'
  767.             wait: =
  768.             {
  769.                 Txt = "&"
  770.                 Hint = "Wait"
  771.             }
  772.             delay: =
  773.             {
  774.                 Txt = "&"
  775.                 Hint = "Dealy"
  776.             }
  777.               spawnflags: =
  778.               {
  779.                 Txt = "&"
  780.                 Typ = "X1"
  781.                 Cap = "Start_On"
  782.                 Hint = "Check this if you want the laser to start on"
  783.             }
  784.  
  785.               spawnflags: =
  786.               {
  787.                 Txt = "&"
  788.                 Typ = "X2"
  789.                 Cap = "Red"
  790.                 Hint = "Makes the laser Red"
  791.             }
  792.  
  793.               spawnflags: =
  794.               {
  795.                 Txt = "&"
  796.                 Typ = "X4"
  797.                 Cap = "Green"
  798.                 Hint = "Makes the laser Green"
  799.             }
  800.  
  801.               spawnflags: =
  802.               {
  803.                 Txt = "&"
  804.                 Typ = "X8"
  805.                 Cap = "Blue"
  806.                 Hint = "Makes the laser Blue"
  807.             }
  808.  
  809.               spawnflags: =
  810.               {
  811.                 Txt = "&"
  812.                 Typ = "X16"
  813.                 Cap = "Yellow"
  814.                 Hint = "Makes the laser Yellow"
  815.             }
  816.  
  817.               spawnflags: =
  818.               {
  819.                 Txt = "&"
  820.                 Typ = "X32"
  821.                 Cap = "Orange"
  822.                 Hint = "Makes the laser Orange"
  823.             }
  824.  
  825.               spawnflags: =
  826.               {
  827.                 Txt = "&"
  828.                 Typ = "X64"
  829.                 Cap = "Fat"
  830.                 Hint = "Makes the laser Fat"
  831.             }
  832.         }
  833.  
  834.         misc_amb4:form =
  835.         {
  836.             Help = "Mal's amb4.wav looping sound that fills the whole level"
  837.             bbox = '-16 -16 -16 16 16 16'
  838.         }
  839.  
  840.         func_object_repair:form =
  841.         {
  842.             Help = "Object to be repaired"
  843.             bbox = '-8 -8 -8 8 8 8'
  844.             delay: =
  845.             {
  846.                 Txt = "&"
  847.                 Hint = "The delay in seconds for spark to occur (Default 1)"
  848.             }
  849.         }
  850.  
  851.         rotating_light:form =
  852.         {
  853.             Help = "Rotating light"
  854.             bbox = '-8 -8 -8 8 8 8'
  855.             mdl = "models/objects/light/tris.md2"
  856.             health: =
  857.             {
  858.                 Txt = "&"
  859.                 Hint = "If set, the light may be killed"
  860.             }
  861.             targetname: =
  862.             {
  863.                 Txt = "&"
  864.                 Hint = "set a targetname to switch the light on and off"
  865.             }
  866.             _color: =
  867.             {
  868.                 Txt = "&"
  869.                 Hint = "The colour of the light"
  870.             }
  871.             angle: =
  872.             {
  873.                 Txt = "&"
  874.                 Hint = "Direction to point at startup"
  875.             }
  876.             light: =
  877.             {
  878.                 Txt = "&"
  879.                 Hint = "Amount of light to emit"
  880.             }
  881.               spawnflags: =
  882.               {
  883.                 Txt = "&"
  884.                 Typ = "X1"
  885.                 Cap = "START_OFF"
  886.                 Hint = "Check this if you want it to start off."
  887.             }
  888.             spawnflags: =
  889.             {
  890.                 Txt = "&"
  891.                 Typ = "X2"
  892.                 Cap = "Alarm"
  893.                 Hint = "If Alarm is set, a siren will sound upon triggering"
  894.             }
  895.         }
  896.  
  897.         weapon_boomer:form =
  898.         {
  899.             Help = "Fires a bouncing projectile"
  900.             bbox = '-16 -16 -16 16 16 16'
  901.             mdl = "models/weapons/v_boomer/tris.md2"
  902.         }
  903.  
  904.         weapon_phalanx:form =
  905.         {
  906.             Help = "Fires two shots at once"
  907.             bbox = '-16 -16 -16 16 16 16'
  908.             mdl = "models/weapons/g_shotx/tris.md2"
  909.         }
  910.         
  911.         ammo_magslug:form =
  912.         {
  913.             Help = "Ammo for the Phalanx"
  914.             bbox = '-16 -16 -16 16 16 16'
  915.             mdl = "modles/objects/ammo/tris.md2"
  916.         }
  917.  
  918.         ammo_trap:form =
  919.         {
  920.             Help = "Trap"
  921.             bbox = '-16 -16 -16 16 16 16'
  922.             mdl = "models/weapons/g_trap/tris.md2"
  923.         }            
  924.  
  925.         item_quadfire:form =
  926.         {
  927.             Help = "Shortens reload time by half"
  928.             bbox = '-16 -16 -16 16 16 16'
  929.             mdl = "models/items/quadfire/tris.md2"
  930.         }
  931.  
  932.         key_green_key:form =
  933.         {
  934.             Help = "Green Key card"
  935.             bbox = '-16 -16 -16 16 16 16'
  936.             mdl = "models/items/keys/green_key/tris.md2"
  937.         }            
  938.     }
  939. }